Game Architecture
Game Architecture
GAME ARCHITECTURE
1. Core Design: What Is a Game? Games Aren't Everything. Games Mean Gameplay. Creating the
Game Spec. Example Game Spec.
2. Initial Design: The Beginning. Hardware Abstraction. The Problem Domain. Thinking in Tokens.
3. Use of Technology: The State of the Art. Blue-Sky Research. Reinventing the Wheel. Use of Object
Technology.
5. Initial Architecture Design: The Birth of Architecture. The Tier System. Architecture Design.
6. Development: The Development Process. Code Quality. Coding Priorities. Debugging and Module
Completion. The Seven Golden Gambits. The Three Lead Balloons.
GAME PROGRAMMING
1. Technologies: Display, Mixing 2D & 3D, DirectX, User Interface code, Resource caching, the main
loop.
2. Design Practices: Smart & naked pointers, using memory correctly, Game scripting languages.
3. Building your game: Creating a project, source code repositories and version control, Building the
game and scripts.
4. User interface programming and input devices: Getting the Device State, Working with the Mouse
(and Joystick), Working with the Keyboard, User Interface Components, More Control Properties
5. 2D Drawing and DirectX: 2D Drawing and DirectX, Basic 2D Drawing Concepts, Drawing Text,
Working with Sprites, Graphics File Formats.
6. Initialization and the Main Loop: Initialization, Some C++ Initialization Pitfalls, Initializing your Game,
the Main Loop, Stick the Landing: A Nice Clean Exit.
7. Loading and Caching Game Resources: Art and Sound Formats, Resource Files, Data Compression,
IPac: A Resource File Builder, the Resource Cache, World Design and Cache Prediction.
8. 3D Graphics & 3D Engines: 3D Graphics Pipeline, Setting Up a Project, Using a Scene Graph, 3D
Middleware Review, Rolling Your Own 3D Engine.
Text Books:
Reference Book: